paramdex-rs 0.1.0+build.2

Utilities for handling and deserializing a Paramdex / individual Paramdef XMLs for modifying Souls games
Documentation
<?xml version="1.0" encoding="utf-8"?>
<PARAMDEF XmlVersion="2">
  <ParamType>AI_SOUND_PARAM_ST</ParamType>
  <DataVersion>1</DataVersion>
  <BigEndian>False</BigEndian>
  <Unicode>True</Unicode>
  <FormatVersion>203</FormatVersion>
  <Fields>
    <Field Def="f32 radius">
      <DisplayName>音半径[m]</DisplayName>
      <Description>AI音の半径</Description>
      <Minimum>0</Minimum>
      <Maximum>65536</Maximum>
      <Increment>0.1</Increment>
      <SortID>200</SortID>
    </Field>
    <Field Def="f32 lifeFrame">
      <DisplayName>消滅時間[秒]</DisplayName>
      <Description>AI音が残る時間</Description>
      <Minimum>0</Minimum>
      <Maximum>9999</Maximum>
      <Increment>0.1</Increment>
      <SortID>300</SortID>
    </Field>
    <Field Def="u8 bSpEffectEnable">
      <DisplayName>特殊効果からの影響を受けるか</DisplayName>
      <Enum>ON_OFF</Enum>
      <Description>特殊効果の”音半径倍率”の影響を受けるかどうか</Description>
      <Maximum>1</Maximum>
      <SortID>400</SortID>
    </Field>
    <Field Def="u8 type">
      <DisplayName>種別</DisplayName>
      <Enum>AI_SOUND_RATE_TYPE</Enum>
      <Description>AI音の種別</Description>
      <SortID>100</SortID>
    </Field>
    <Field Def="u8 opposeTarget:1 = 1">
      <DisplayName>対象:●敵対</DisplayName>
      <Enum>AI_SOUND_BOOL</Enum>
      <Description>対象:●敵対</Description>
      <Maximum>1</Maximum>
      <SortID>500</SortID>
    </Field>
    <Field Def="u8 friendlyTarget:1">
      <DisplayName>対象:○味方</DisplayName>
      <Enum>AI_SOUND_BOOL</Enum>
      <Description>対象:○味方</Description>
      <Maximum>1</Maximum>
      <SortID>600</SortID>
    </Field>
    <Field Def="u8 selfTarget:1">
      <DisplayName>対象:自分</DisplayName>
      <Enum>AI_SOUND_BOOL</Enum>
      <Description>対象:自分</Description>
      <Maximum>1</Maximum>
      <SortID>700</SortID>
    </Field>
    <Field Def="u8 disableOnTargetPCompany:1">
      <DisplayName>PC自軍をターゲット中は聞けない</DisplayName>
      <Enum>AI_SOUND_BOOL</Enum>
      <Description>PC自軍をターゲット中は聞けない</Description>
      <Maximum>1</Maximum>
      <SortID>745</SortID>
    </Field>
    <Field Def="u8 rank">
      <DisplayName>キャラの振る舞い</DisplayName>
      <Enum>AI_SOUND_RANK</Enum>
      <Description>キャラの振る舞い(旧:音タイプ</Description>
      <Maximum>5</Maximum>
      <SortID>800</SortID>
    </Field>
    <Field Def="f32 forgetTime = -1">
      <DisplayName>音ターゲット忘れる時間(上書き)[sec]</DisplayName>
      <Description>音ターゲット忘れる時間(上書き)[sec]</Description>
      <Minimum>-1</Minimum>
      <Maximum>999999</Maximum>
      <Increment>0.1</Increment>
      <SortID>350</SortID>
    </Field>
    <Field Def="s32 priority = 100">
      <DisplayName>AI音優先度</DisplayName>
      <Description>AI音優先度</Description>
      <Minimum>0</Minimum>
      <Maximum>999999</Maximum>
      <SortID>750</SortID>
    </Field>
    <Field Def="s32 soundBehaviorId = -1">
      <DisplayName>振る舞いID</DisplayName>
      <Description>振る舞いID</Description>
      <Minimum>-1</Minimum>
      <Maximum>999999</Maximum>
      <SortID>900</SortID>
    </Field>
    <Field Def="u8 aiSoundLevel">
      <DisplayName>AI音レベル</DisplayName>
      <Description>どれくらい聞き取りづらい音なのか</Description>
      <Maximum>128</Maximum>
      <SortID>250</SortID>
    </Field>
    <Field Def="u8 replaningState">
      <DisplayName>リプランニングするAI状態</DisplayName>
      <Enum>AI_SOUND_REPLANNING_STATE_TYPE</Enum>
      <Description>AI音を聞いた際にリプランニングを走らせるAI状態の設定</Description>
      <Maximum>2</Maximum>
      <SortID>740</SortID>
    </Field>
    <Field Def="dummy8 pad1[6]">
      <DisplayName>パッド</DisplayName>
      <Description>pad</Description>
      <SortID>901</SortID>
    </Field>
  </Fields>
</PARAMDEF>